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Star Trek Armada II: Upgrade Project 2014 Edition - version 2.0b Full
A stock Armada 2 mod for Fleet Operations
By Rifraf
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****FLEET OPERATIONS REQUIRED TO PLAY****  Download it at: http://www.fleetops.net
***Star Trek Armada 2 game disk required to install Fleet Operations***
**This mod made using the v3.2.7 FPQ loader in Fleet Operations**
*NOT multiplayer tested*

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< Contents >
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1. Introduction
2. Installation/Play
3. Known Issues
4. Backup/Bonus Information
5. Credits
6. Contact Information
7. Distribution/Hosting/Third Party Usage
8. Copyright 
9. Changelog 

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1. < INTRODUCTION >
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The STA2 Upgrade Project 2014 is a complete stand alone Stock Armada II mod for Fleet Operations originally based upon, but taking a step further the work done by Blade in STA2 Classic for Fleet Operations and has turned into a continuation/progression of the original Upgrade Project released about 5 years ago by Freyr. This mod takes the base Armada 2 game and uses the stock 1.1 patch and the Midnight Universe mod as a base to spiff up the graphics and updates about 99% of all ship, station, object, effect, and background models and textures with far superior versions using works from those around the Armada/Fleet Ops community like redone Borg, Cardassian ships, Federation, Klingon, and Romulans by Aad_Moerman, Cardassian stations by Dan1025, Species 8472 by Chiletrek, explosion and shield effects by the Fleet Operations team and much more.

Also new is the addition of omni directional lighting* to enhance the lighting effects of each maps atmosphere. You'll see ships light up when next to mining moons, latinum nebula and also when firing pulse or torpedo weapons. (*The omni lights as worked on by Freyr and Medafusion, but never released weren't directly compatible with the FO engine so I actually just altered the light settings already on the moons/latinum nebs thanks to a bit of code by Cabal. I may release updated maps in the future that have all the various nebula lit with omni lights, however this may be too performance intensive on the engine as some maps have a huge amount of them. (I've put this last idea on the back burner for now.)

In the interest of better game play I've further modified the AI personality (blending Freyr's personal edits/findings with some of my own,) the build lists and physics files along with the RTS_CFG, ART_CFG and some of the various ODF's to make it look better and hopefully play a little better without straying (hopefully not too much) from stock play. I've changed the lighting effects of all stock maps and I've left the single player campaign intact as well as included the ideas and in most cases the work of the Improved Single Player Campaign mod from stock A2 to make the missions more challenging.

I've also added a few more ships to most of the races for a little variety when playing Instant Action games. With only a few exceptions these additional ships have the same stats/weapon load outs as their similar races classes to keep balance intact and they are NOT usable in the campaign missions.

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2. < INSTALLATION/PLAY >
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No need to pre install stock Armada 2, but you must have Fleet Operations already installed (at least version 3.2.7) Just unzip (files use 7zip) the STA2 Upgrade Project 2014 folder(s) into the mods folder of your Fleet Ops directory. If the mods folder does not exist create it by adding a new folder named mods in the Star Trek Armada II Fleet Operations\Data folder. (Star Trek Armada II Fleet Operations\Data\mods.) The stock A2 executable is NOT included as it is not needed due to the game being launched through FO.

To play start Fleet Ops and go to the options menu then click mod options and choose the STA2 Upgrade Project 2014 mod then click launch mod.

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3. < KNOWN ISSUES >
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-FO v3.2.7 broke the trade menu. The letter "V" is the hot-key used to open the trading menu for cargo ships and trading stations. Select the cargo ship or trade station then press "V" - Start Trade "Ctrl + V" (Please note that if you choose to use the FO v4.0 ODF.FPQ loader this will function properly.)

-The Romulan Warbird shield inversion beam weapon and the Romulan Shadow energy shield converter weapon display an opaque box at the point of fire instead of their normal graphics due to FO utilizing those specific SOD files for their shield effects. No known fix at this time.

-At this time Klingon Mission 5 "The Unknown Prize" seems to be bugged in the sense that you can't drag the required ship through the wormhole. A few people have reported this issue and others as well as myself have noted this even in stock A2 however, where in instant action games you can usually get a ship pulled through a wormhole eventually, this specific mission does not let you no matter what. Hit the enter key and type "kobayashimaru" and hit enter again to skip to the next mission until a fix or workaround can be found or let me know if you succeeded in accomplishing it. I lowered both wormholes on the z-axis a bit in hopes this will help.

-When playing as the Alternate Borg race one person has experienced crashes when fusing multiple groups of cubes together at once. I can't replicate this on my end as of yet, but please be aware and let me know if you experience issues.

-Regarding the Alternate Borg race they probably aren't properly balanced. It is a work in progress so let me know your ideas so that I can make them fun/challenging, but not over-powered.

-Cconst, Fconst, Kconst, and Rconst ships won't reflect map lighting. This is due to MS3d messing up the animations so I left them alone as I wanted the doors to open

-I chose to redo the phong lighting on fmining, kmining, rmining, fresear2, and rupgrade, so they no longer animate in game.

-Aad_Moerman reports there could be a problem with the Prometheus separation weapon as the game might crash. The fusing weapon works fine for reintegrating the ship parts though. If you experience this issue and you find a solution please contact either myself or Aad Moerman.

-When building ships inside the new fbasehq (Starfleet Headquarters) please note that they build upside down, but will right themselves as they exit the dock.

-There are some graphical anomolies with various aspects of some of the race gui's. I haven't dug far enough into them so you'll have to accept them as is until the final race gui's are completed.

-Some of the blinking navigation lights on ships/stations appear a bit off the model due resizing them for game play.

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4. < BACKUPS-BONUS FOLDER >
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I've included extra/backup stuff for you to try out or to return some items to stock format if you don't like some of the changes I've made.

-Restore stock colonizing: this resets the planet constants values in the RTS-CFG back to stock so it takes more colonists and more time to reach full colonization levels.

-Restore stock crew transporting: this changes back to stock the transporting of crew among ships/stations so that shields must be lowered first. (I have the game set to be able to transport through shields as the AI constantly does this to capture ships, but the AI has no sense of self-preservation and I wanted to keep the concept intact yet not make it such a suicidal act for the AI.)

-I've also included alternate build lists for the AI depending on how many resources are on a particular map you're playing. They are labeled according to dilithium and metal moons so you can choose to swap them out depending on the map. This should be a little more fair to the AI as they won't try to build up huge fleets on maps with limited resources where they would be severely hobbled. Now my choices of items built may not be ideal and is surely far from perfect however, it's hopefully better than stock plus gives you a few more options. The default build lists will be for maps with 3 or more dilithium and 3 or more metal moons so you can swap out as you choose.

-I've limited the ability to maneuver ships above/below the z-axis to around half that of stock. If you want to revert to the stock map height settings you'll need to manually edit the RTS_CFG file yourself that's in the main directory. About half way down the file change the existing values to the following:
// Ship combat configuration
float SKINNY_SHIP_COMBAT_FLOOR = -400.0;
float SKINNY_SHIP_COMBAT_CEILING = 400.0;
float SHIP_COMBAT_FLOOR = -1250.0;
float SHIP_COMBAT_CEILING = 1250.0;
float DEEP_SPACE_SHIP_COMBAT_FLOOR = -3000.0;
float DEEP_SPACE_SHIP_COMBAT_CEILING = 3000.0; 

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5. < CREDITS >
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Special thanks to Aad_Moerman, Achilles, Ash Stephens, Avon, Blade, Cabal, Charlesb9241015, Chiletrek, Chris Luskey, Dan1025, Don_Quijote, Elevatormusic, EvilGenius and Hicks(for campaign mission testing), Fahres, Freyr, Icewolf132, K_merse, Majestic, Major A Payne, Medafusion, Mr Vulcan, R5D5, Ressikan, Squire_James, TChapman500, The Fleet Ops Team, The Nano FX Team, Thunderfoot and the ImpSPCam Team, Yacuzza, Yochenhsieh/TrashMan/Xanto-(for teaching me how to take existing wire frames and put them on transparent backgrounds), Tain_Enabran, Tsar Ivaylo, and finally the team from the Kobayashi Maru v2011.10 mod for Star Trek Bridge Commander-(including Dragon and Shinzon) who through free use or granted permissions have generously allowed the use of their work in this project. Without all their fantastic work this mod would not exist.

I'd like to give a shout out to Freyr and Dominus_Noctis who've answered so many questions that I've had over the last couple years or so regarding my modding endeavors with the AI and Armada 2 inner workings. I'd also like to thank Freyr for handing over the reigns of the Upgrade Project and allowing the use of his works and the project name.

Lastly, my role for the project was to gather all the works of the great modders from around the A2 community mentioned above and put them together to play nice and add a few of my own touches here and there. My hope is that it is as smooth and bug-free gaming experience as possible for you. I hope I do everyone else's work in here justice.

Please review the individual files in the README-CREDITS folder for specific credits as I've broken them up by race for easier viewing and included all original readme files by each author as well.

I've gone to great lengths to acquire all proper permissions for usage and there should be nothing featured in this mod that hasn't had permission granted to me directly or bestowed upon the general community however, if you see something in here that is yours and you question the permission please notify me ASAP so that I can rectify any issues that may arise.

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6. < CONTACT INFO >
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Any questions, comments, suggestions, or problems please email or PM me or post in the forum thread for this mod at one of the following sites as I'm usually there daily:

http://msfc.com.au  
http://www.fleetops.net  
http://forums.filefront.com/star-trek-armada-ii-136

Email: RifrafUP2014 at aol dot com

http://www.a2upgrades.net is the site of the original Upgrade Project done by Freyr. Have a look around for info regarding the previous work and information on earlier versions of the original mod.

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7. < DISTRIBUTION/HOSTING/THIRD PARTY USAGE POLICY >
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Please do not distribute this file in any form without prior permission by me. Feel free to give this to friends on a CD or USB stick, this is aimed at people publicly sticking it on a website etc. You have no authority to host this file (or submit this file for hosting) at another website and you are hereby forbidden from doing so.

By downloading and using this mod and the files it contains you are hereby bound by the following conditions:

1) That no part of it will be redistributed for ANY kind of profit. This includes sale by ANY capable media (CD, DVD, other removable media.)

2) That no model or texture will be reconverted in any way, shape or form, without prior written permission from the original creator.

If you would like to include anything from this mod in whole or in part for use in your project, please check the credits folder to know who you need to contact or credit for whatever you want to use. For more details you can always contact me by one of the above mentioned methods.
         
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8. < Copyright >
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THIS MOD IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION.  

Star Trek, Star Trek: Deep Space Nine, Star Trek: The Next Generation, Star Trek: Voyager (and the various logo devices used in them) are copyright Paramount Pictures, as are the characters, related images, and sound from those productions. TM & (C) ACTIVISION & PARAMOUNT PICTURES

All contents herein are the copyright of their respective authors.

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9. < CHANGELOG >
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< version 2.0b >                                                 February 02, 2015
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-Added missed explosion reference file to rbattle4 and rfreight ODF's

-Deleted R5D5's fscout texture and stock SOD and now use textures/SOD by Aad Moerman

-Added missed recycledilithium value to rorbital

-Altered sound settings for nebula, planets and asteroid fields so the ambient sound they put off isn't as loud

-Commented out running light entries in lights.spr file. Ships/stations no longer have blinking navigation lights as resizing the models threw the light placements off on some of them so it looked odd

-Added missing texture for Klingon Commando Team special weapon (Kcruise2.tga from stock A2)

-Gave fdestroy (Defiant) two quantum torp launchers like the tv show. Edited existing weapon file and split damage in half for each one (same damage as stock though)

-Added various sprite entries from FO/Data/Sprites/tex_anim.spr to mod

-Corrected repairHardpoint and repairSide value on cyard2 to match cyard as they are the same station just different sizes

-Edited tooltip on starbases, 8472 mothership and turrets to display weapon range

-Changed Xshlddie and Xshldx01 SOD's back to stock along with the shield sprite entries and Xshlddie and Xshldx01 textures (stock shields aren't used in the mod anyway) Also deleted the xshldexp texture

-Thanks to Blade added a bit of code to craft.odf and station.odf so that now the Romulan Warbird Shield Inversion special and Romulan Shadow Energy Shield Converter special weapons display properly. The affected shield bubbles seem very large compared to stock, but at least the visuals are now fixed however, the color of the shield status doesn't change from green to red and red to green depending on depletion status.

-Edited Klingon pulse weapon sprites so that they are now green instead of red
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< version 2.0a >                                                  October 16, 2014
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-Adjusted Romulan GUI so that the counts for crew and officers align better

-Adjusted the GUI sprite file and GUI config files of each race so that they now display more than the default 8 ships in the status panel again (Thanks to help from Squire_James) 

-Deleted most of the extra texture files no longer used in the mod. A few remain that I'm unsure about. Knocks a few more Kb's out of the total mod file size

-Changed research buttons for each race to show the ship the research is for instead of a picture of the research pod. The tooltips still display what the research is

-Edited all the special weapon buttons that show in each individual ships display panel to be semi-transparent

-Reverted back to original byard SOD as changing the phong lighting of the model messed up the animation and made ships exit the build and repair locations strangely. The model just won't reflect ambient light for now. May fix later
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< version 2.0 Full >                                                 June 14, 2014
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-Changed ship based pulse weapons hit chance from .70 to .65 in pulse.odf

-Changed torpedo hitchance from .80 to .70 in photon.odf and left phasers at .75 

-Replaced fbaseHQ model, textures, build button, wireframe, ship image, and odf (This station is very large in game and high poly so use with caution though it's not build-able just like it wasn't in stock. You can place it by using the map editor or alter your construction ship build list if you want to be able to build it)(***Please note that the ships inside build upside down, but right themselves once completed. I'm not sure if Aad_Moerman is aware of this?***)

-Recolored stock phaser to purplish color for Dominion ships

-Added flare, pulse and torpedo textures for Dominion ships and their requisite sprite edits.

-Added new ships to Cards, Feds, Klings, and Roms

-Duplicated cyard and used larger version for cyard2

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< Race Specific GUI's/8472 Build Buttons/Bug Fixes 1.7c >             June 9, 2014
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-Added new Borg, Cardassian, Federation, Species 8472, and Romulan GUI's

-Edited stock Klingon GUI's for different look

-Redid Species 8472 build buttons again to better match their new gui

-Edited the relevant race config and sprite files and gui_global file

-All above added as a temporary add-on pack until race specific GUI's are completed (see readme for details)

-Fixed special weapons of Alternate Borg race which will in turn also let the standard Borg use all of its specials. Affected weapons were: cloak detect, transwarp drive, regeneration, holding beam, and technology assimilation beam

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< Torpedo Weapon Texture Changes - Supplemental Add-on >              May 29, 2014
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-Changed textures of wartordc, wbtorp, wfbluetorp, wftorp, and wrtorp

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< Build Button and Wire Frame Pack Addon 1.7b >                       May 25, 2014
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-Redid all build buttons for all races as a temporary add-on pack until race specific GUI's are completed (see readme for details)

-Redid Species 8472 wire frames so they match style of all other races

-Replaced general command buttons from General Buttons Replacement mod (see included readme)

-Edited gui_global sprite file for above build buttons and wire frames

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< Alternate Borg Race Mini-Mod 1.7a >                                 May 18, 2014
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-Added Alternate Borg Race playable only by human for instant action game mode (see readme for details)

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< version 1.7 >                                                     April 28, 2014
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-Corrected a mistake in ksrepair.odf that prevented you from selecting this ships alert level, movement and special weapon autonomy settings

-Changed seekTime and omegaTurn both to 0.0 from .25 and 2.5 respectively in ALL xxphotono.odf files. (Basically just all the Feds torps) This is in furtherance of the change I made only to the photono.odf in update 1.6. Actually some smaller ships have an omegaTurn and seekTime value assigned to them specifically so they will appear to fire torps correctly

-Increased radius of all torpedoes a bit so they're easier to see

-Increased radius of phasers a bit so they're easier to see

-Deleted a nebula on Fed mission map 09 that was detrimental to ships and unnecessary

-Commented out float REPAIR_SHIP_DISTANCE = 350; line at bottom of RTS_CFG so repair ships are now fully self-autonomous depending on your autonomy settings

-Changed int cfgTACTICAL_WHERE_MODE = X value at top of RTS_CFG from 1 back to 3 so you can now maneuver in the full 3D environment on maps (Up/down on the z-axis) albeit within a smaller range than stock

-Changed to the following values for map height/depth in game:
// Ship combat configuration
float SKINNY_SHIP_COMBAT_FLOOR = -500.0;
float SKINNY_SHIP_COMBAT_CEILING = 500.0;
float SHIP_COMBAT_FLOOR = -750.0;
float SHIP_COMBAT_CEILING = 750.0;
float DEEP_SPACE_SHIP_COMBAT_FLOOR = -900.0;
float DEEP_SPACE_SHIP_COMBAT_CEILING = 900.0;
(Thanks to EvilGenius and Hicks for helping with/testing this aspect)

-Redid all the directional lighting for all instant action and campaign maps so it's a tad brighter and easier to see ships/stations, but still lets you see the glows from weapons/moons etc on ship/station hulls

-Re-sized all ships/stations larger so they are easier to see. Each successive smaller ship class size won't be realistic, but I'm more concerned with my eyesight nor am I going for ultra realistic sizing :) Construction ships can't be re-sized due to animations nor do I have 3dsmax to do so correctly

-Changed formation spacing to 75 from 100

-Changed float OVERVIEW_MAX_HEIGHT to 2100 from 2200 (zoom out of the map)

-Lowered avoidanceClass settings of most ships to 2, 3 or 4----scoutBase = 2, destroy/cruise1/assault/frigate = 3 and battle/special = 4, colony = 4 (bcolony = 5.) Left freight/const/cargo/repairBase alone (destroy had a stock setting of 3. Anything not changed remains the default value of 5)

-Adjusted graphical interface values of gui_glob16x12_cfg file so the planet gui looks better in game

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< version 1.6 >                                                     April 20, 2014
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-Changed all transporter textures to those used in FO (recolored one yellow for Cardassians) and altered weapon.spr file accordingly

-Changed asteroid texture to that used in FO

-Changed pulse weapon textures to various ones used in FO and altered weapon.spr file accordingly

-Changed FluidicNebula.odf back to stock (Midnight Universe mod altered it) so that fluidic nebula appear properly on maps

-Changed nebula.spr file so fluidic nebula color is green and not purple

-Changed latinum.odf back to stock of 2000 health from MU setting of 200000 and reset tooltips

-Changed ResourceLatinum.odf back to stock of 2000 amtLatinum and 10 miningRate from MU setting of 200000 and 18 respectively

-Changed seekTime and omegaTurn both to 0.0 from .25 and 2.5 respectively in photono.odf

-Made visual length of pulse weapons shorter in all XXpulseo.odf weapon files

-Deleted old textures for cbase, cmining, corbital, cyard, cyard2, ctrading, csuperstation, csensor, cturret, cturret2, cresear, cresear2, cupgrade, fyard, and ryard2 that were replaced with new models/textures. Obviously only when the complete version of this mod is released will these be missing unless you delete them yourself first

-Edited H, K, L, and M class planet odf's to slow down cloud rotation speed

-Edited minimum ambient sound of all planets and nebula's so they shouldn't be as loud in the background

-Weapon damage changes:
 Lowered cbplas from 50 back to stock of 30. Lowered cb2plas from 60 back to stock of 30. Increased cc1plas from 25 back to stock of 30. Lowered fbattlephot from 40 back to stock of 30. (This reverses the changes I made in 1.3 to stay closer overall to stock)
Lowered kc1phot and rc1phot from 15 to 5. I added photons to kcruise1 and rcruise1 as I wanted them to have it, but will keep the damage small to not upset balance. (This also reverses changes I made in 1.3, but now feel it was too much damage)

-Increased range of all pulse turrets from 800 to 900 to match starbases and torp turrets and to fit into the map height change of the RTS-CFG file

-Increased floor/ceiling values in RTS-CFG from +/- 250 to +/- 450 (This is due to scripted paths in the campaign maps and the fusing of Borg Cubes. There wasn't enough room in height on the maps to fuse cubes. However, for path scripting even a setting of 450 may not be enough to correct the behavior of some AI ships in missions to sit above or below what is allowed on the map height and fire on the player where the player cannot reach them)

-Redid Instant Action build lists and provided alternate lists that you can swap out on maps that have differing amounts of resources so the AI isn't trying to build fleets of battleships that it would never be able to amass due to having only limited resources (see the above notes for and check in the BONUS-Backups folder)

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< version 1.5 >                                                     April 14, 2014
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-Corrected readme to include proper credits for the ImpSPCam mod

-Added new model and requisite files for ryard2

-Added new model and requisite files for fyard

-Added new models and requisite files for all Cardassian stations except for cquantum 

-Adjusted size of fyard2

-Added repairHardpoint and repairSide coding to ryard

-Adjusted empire values in strategic-AI-cfg file
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< version 1.4 >                                                      April 4, 2014
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-Made build button for cyard2, rresear2 and ryard 

-Altered the AI damage/mining/time handicaps in RTS_CFG

-Redid all the single player mission maps for Borg, Feds and Klingons using the Improved Single Player Campaign mod and Freyr's personally edited mission maps/AI files as a base along with some of my personal edits

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< version 1.3 >                                                     March 30, 2014
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-Added phaser to bcruise3, ccruise3 and rcruise2 to match secondary weapons of fcruise2 and kcruise3 (artillery ships)

-Increased range of bcruise2 and bcruise3 phaser from 400 to 500 to match other cruisers

-Added torpedoes to kcruise1 +15 dmg and rcruise1 +15 dmg

-Changed name of torpedo weapon on fdestroy and used same blue torp sprite of fbattle 
(no damage value change-just for looks)

-Implemented correct torpedo weapon ordinance file for ccruise1-dmg from 30 to 25, cbattle-dmg from 30 to 50 and cbattle2-dmg from 30 to 60 per shot. The ordinance file for each of these was there from stock, just never implemented.

-Changed name of bdestroy torpedo weapon so it references correct file

-Increased damage of fbattle photon from 30 to 40

-Changed hitchance of general weapons: torps from 50% to 80%, pulses from 30% to 70%, left phasers at 75% - Starbase pulses from 90% to 95%, torp turrets from 50% to 80%, pulse turrets stay at 100%

-Added damagevariance and damagethreshold values to each weapon so now crew won't die off no where near as quickly as in stock. Ships, stations and overall, battles should last a bit longer now.

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< Version 1.2 >                                                     March 23, 2014
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-Used Borg phaser sound from Kobayashi Maru v2011.10 mod for Bridge Commander

_Increased warp speed from ~200 to ~300 for all ship classes (slight variations per  class)

-Redid Borg, Card, Fed, Kling, and Rom wire frames to be fully transparent backgrounds

-Deleted intro movies 

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< Version 1.1 >                                                     March 12, 2014
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-Added turbulence=0 to odf's for planets with clouds so they don't look warped

-Added/Adjusted ambient sound values to planet/nebula odf's

-Added 2 missing textures for kyard - deleted old kyard textures

-Updated fbattle corbomite reflector sod/texture

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< Version 1.0 >                                                  February 18, 2014
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-Changed avoidanceclass of some ships: scoutbase-1, destroyer-2,  cruise2/cruise3/repairbase-3, cruise1-4, special/battle-5, const-4, colony-3, freight-3

-Replaced research pods SOD's. They are still targetable individually, but now extremely  tiny and most likely not visible for Borg, Card, Fed, Kling, Rom races. A research  stations shouldn't advertise what it's researched.

-Increased blast radius of all artillery ships weapon damage from 150 to 185

-Added recylemetal, recycldilithium and recyclebiomatter values to each ship/station 
 for each respective race based on their % recycle rates (This was broken in FO 3.2.7)

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< Version .99 >                                                    October 3, 2013
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-Change attackPower of ships/stations with weapons to 1.0f--Scouts changed to 0.0f

-Change intrinsicValue of construction ship and freighter to 1.0f

-Change intrinsicValue of cargo and colony ships to 0.5f

-Change intrinsicValue of repair ships to 0.25f

-Change intrinsicValue of stations-mining, orbital, research 1/2, upgrade, trading and  yard 1/2 to 1.0f

-Change intrinsicValue of turrets for all races to 0.0f

-Change intrinsicValue of each race's base and 8472Mothership to 0.0f

-Removed weapons from auxilliary craft-const, freight, cargo, colony, and repair

-Adjusted all research upgrade stations' build list sequences to make use of all  available hardpoints for each race

-Altered combat and impulse speeds slightly however, reduced warp speed by half from  ~400 to ~200 for all ships

-Added disableShieldsOnTransport=0 to craft and station ODF's. Some may not agree, but I  wanted to be able to assist allies and steal enemy vessels and it's just stupid to  lower shields in the middle of battle to do so (included backup of craft.odf and  station.odf to stop transporting through shields if you want them-In the BACKUPS  folder-)

-Changed maxcrew to 3000 for all races base.odf and crewYellowStatus=0.5f so they recrew  to 1500 crew at start of instant action games. Compensated by changing normalcrew start  value from 1200 to 2000 in each races ODF

-In RTS_CFG changed planet constants from 1000, 2000, 3000, 5000 to 1000, 1100, 1250,  1400 for civilian populations. AI was at a disadvantage in that human players could  recolonize a planet multiple times to acquire crewgain faster whereas the AI only  colonizes each planet once. Civilian pop slowly counts up anyway so probably won't be  worth it for player to try and colonize multiple times as it won't take as long now  (included backup of RTS_CFG to restore original values for colonization-In the BACKUPS  folder-) 

-Changed glows on most weapon.odf files to more closely match that of each race

-In RTS_CFG changed min_move_distance_for_cloak from 1500 to 500. Changed  min_move_warp_distance from 1100 to 1800 and too_close_to_warp from 800 to 1200-(to try and stop micro warping)

-Changed weapon range of torp turrets from 1050 to 900 (left dmg at 160.) Changed 8472  sentinel weapon range from 1000 to 900 (left dmg at 150) and 8472 Mother weapon range  from 800 to 900 so they all fall within the 900 range of the threat map in  strategic_ai_cfg to help (hopefully) the AI to play better. Left pulse turrets at 800  range and dmg 80. Also, lowered cost of torp turrets from 150 dilith/250 metal to 125  dilith/200 metal and 8472 sentinel from 350 bio to 330 bio due to reduced range

-Added photons back to bcruise1 +25 damage x 3.5 second + 2.0 second to build 

-Added photons back to bdestroy +18 damage x 3.0 second + 2.0 second to build and also  added regeneration to bdestroy since I've never witnessed the Borg AI use the Transwarp  special weapon it has in stock

-Added phasers back to bcruise2 +23 damage x 3.0 second + 1.0 second to build

-Changed hullcrewmodifier for ship phasers (phasero) from .1 to .05 and ship pulses  (pulseo) from .3 to .09. Left base and turret pulses hullcrewmodifier at .3 and torp-  turret modifier at .1

-Added sanecrewlossmethod=1 and shieldprotection=1 to all craft/stations

-Increased crewRetreatRatio for all races for slightly better self preservation (they  should retreat sooner now to repair/recrew instead of just die needlessly)

-8472-destroy build time from 40 to 23-bio cost from 150 to 185-health from 285 to 220- hitpoints from 57 to 40-weapon damage from 35 to 30
 
-8472-cruise build time from 80 to 30-bio cost from 325 to 360-health from 450 to 400- hitpoints from 80(engines 130) to 70(engines100)-weapon damage same at 60
 
-8472-cruise2 buildtime from 80 to 30-bio cost from 800 to 875-health from 500 to 450- hitpoints from 100,100,110,90,100 to 90,90,100,80,90-weapon damage same at 160 

-Adjusted hard_damage, hard_mining, hard_costhandicap, and hard_speedhandicaps of AI all  to 1.0 so they play on even level as human player-NO cheating. And cloak % from 75 to  25 on hard. Also adjusted the values for easy settings.
